Space Engineers

Space Engineers

Star Trek Module 1 - Weapons 1.7
113 Comments
Qarannia  [author] 14 Apr @ 3:00am 
@Paladinboyd I have never used the "aim and shoot with a mouse click" on turrets before. I've always just let WC handle the tracking and targeting. It is possible that the weapons on the small grid ship were destroyed, thus making the target invalid.
Paladinboyd 13 Apr @ 8:30pm 
I had it set up the same i use the phasers, aim with the mouse and fire with a mouse click, no AI oversight, I tried selecting a small grid ship, I think it might be weaponcore making the small grid not a valid target as I managed to drag the big blue ship into the station by accident when I set it up the way you did.
Qarannia  [author] 13 Apr @ 2:45am 
@Paladinboyd By default it's set to auto fire at any valid target in range; it should pick the closest one. My usual setup is to leave the block turned on and set a Shoot On / Off toggle on the toolbar. Select a target using the mouse scroll wheel and the tractor beam should lock on to that and start pulling.
Paladinboyd 12 Apr @ 2:05pm 
Somewhat of a silly question but how do i get the tractor beam to fire?
Qarannia  [author] 24 Feb @ 12:59am 
@Typhon Plume

Most people forget that when WC and Defense Shields started they were pretty much like Vanilla+ is now. It took 4+ years of a bunch of us modders working with the devs of WC to develop the capabilities it has now. I don't have those thousands (literally) of hours I put into modding at the moment; not sure if I ever will.

Ideal scenario: Keen gives us a proper combat framework for SE1 / SE2.

This isn't meant as criticism; rather a bit of insight into my headspace. :steamhappy:
Qarannia  [author] 24 Feb @ 12:59am 
@Typhon Plume Not to sound overly harsh but It's not a line of thinking, it's my life at the moment. I don't have the time to learn a whole new framework and convert all my weapons over to it.

As for SE2, I'm waiting to see. There's no guarantee I'll even muster the time or energy to bring my mods to SE2 when it is more developed.

Also, while Vanilla+ may seem equivalent to WC, when I looked at it I found it lacks many of the advanced capabilities that my weapon mods rely on (approaches and DOT for instance, maybe AoE too, by block damage). Some of my weapons wouldn't work at all under those circumstances.
Typhon Plume 23 Feb @ 2:58pm 
@Qarannia the only issue with that line of thinking. They announced they will still be supporting SE and even back engineering some of SE2's features to SE.

Also I like Vanilla+ as it tends to be less resource heavy on my PC. Which makes the game run smoother.
Qarannia  [author] 23 Feb @ 1:20am 
@Typhon Plume I did, at one stage, consider that but I simply don't have the time to learn a whole different framework right now. Plus I'm waiting to see what SE2 delivers in the way of modding capabilities.
Typhon Plume 23 Feb @ 12:13am 
Needs a version that works with Vanilla+
VS-lockon 18 Dec, 2024 @ 1:20pm 
Qarannia thank
Qarannia  [author] 18 Dec, 2024 @ 1:11pm 
@VS-lockon It will exhaust the magazine in Creative as well. To be honest the quickest and best way of changing the color (which also changes the damage) is by mapping Force Reload to your toolbar.
VS-lockon 18 Dec, 2024 @ 12:19pm 
okay so will it exhaust the current magazine in c mode or do i need put game to s mode let exhaust the current magazine and go back to c mode where i can build?
Qarannia  [author] 18 Dec, 2024 @ 4:11am 
@VS-lockon Before the color change will take place you either have to exhaust the current magazine by firing the phaser for about 1 minute or use the "Force Reload" option from your toolbar.
VS-lockon 18 Dec, 2024 @ 3:56am 
you might want make mk1a have there own color Module bc i put mine to blue and it still shoot red
Qarannia  [author] 30 Nov, 2024 @ 5:43am 
@The Bush Wolf The Module Guide has a bit more on the customisation front, and it's about as in-depth as I can think to make it. It gives you the ammo names and where to put the XML tags in the config file.

It doesn't give a step by step tutorial; there may be one somewhere else that someone has developed. Right now, I don't have the time or resources to make such a tutorial but if I can find an opportunity I will look at adding it in to the guide. I don't do very much with regards to SE these days, modding or playing, as real life has taken over.

Any adjustments made to this module's ammos won't affect the Mod Pack weapons as the ammos use different IDs.
The Bush Wolf 29 Nov, 2024 @ 5:48pm 
And does the same thing apply to the mod pack? or is there something different?
Or will the adjustments made also effect if both this module and mod pack are loaded into the same world.
The Bush Wolf 29 Nov, 2024 @ 5:43pm 
This might be a slightly stupid thing to ask, would it be possible to make an in-depth guide about configuring weapon damage? I know you have something in the description but seeing someone or explain it step by step via examples would be fantastic.
Qarannia  [author] 8 Nov, 2024 @ 1:01am 
@Zanick Are you playing on a Torch server, Dedicated Server, or Steam Friends Multiplayer? Only the first two have any real chance of syncing across clients; that last one is a hot mess and should never be used.

Concerning the Phasers going off, I have the same issue as you; I don't like the AI deciding when to shoot at something. Fortunately there is a very easy solution. In the Terminal, set the Phasers to Key Toggle mode and then bind that shoot mode from the G-Menu to your toolbar. That way, the Phasers will auto-target something in range but won't shoot till you press the toggle key on the toolbar.
SILVER 7 Nov, 2024 @ 12:25pm 
use v sync adjust your refresh rates and video settings if you cant see them that is usually a hardware issue.. I use this pack and have no issues with it...
SILVER 7 Nov, 2024 @ 12:23pm 
Use the this mod with this https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880317963
is seemed to help abit.. also it depends on your ram and how fast your rig is....
Zanick 7 Nov, 2024 @ 10:07am 
So a friend and I are playing together on his game. for some reason when phasers start going off, only he can see them, we have the same graphic settings. Would you have an idea on why this might be happening? And is there a way to set phasers to a more manual setting, instead of them just going off automatically when an enemy gets in range?
Qarannia  [author] 6 Nov, 2024 @ 1:00am 
@Jorgee It sounds like Animation Engine is going out of sync there for some reason. I'll take a look at it but there may not be anything I can do to fix it.
Jorgee 5 Nov, 2024 @ 1:27pm 
Issue still seems to persist where deploying phase cannons breaks and they get stuck in the stowed position with the hatch open till you reload the game (Sometimes effective) or just delete the phase cannons. Issue will carry through on the same ship even if loaded into a new save

Would be really nice if this was fixed as it’s very inconvenient going into battle having the phase cannons stop working
Qarannia  [author] 4 Nov, 2024 @ 5:31am 
@Masterbuilder2.0 Ah ok.
The Doctor 3 Nov, 2024 @ 5:09pm 
just saying the one i couldnt find was actualy the tractor beam
The Doctor 3 Nov, 2024 @ 5:08pm 
ik
Qarannia  [author] 1 Nov, 2024 @ 1:25am 
@Masterbuilder2.0 The Phase Cannon is something completely different to the Tractor Beam. The Phase Cannon is modelled on the original NX-01 style weapons.
The Doctor 31 Oct, 2024 @ 10:08am 
XD i thought it was a type of phasers from the picture XD
The Doctor 31 Oct, 2024 @ 10:07am 
oh it is called a tractor beam nvm
The Doctor 31 Oct, 2024 @ 10:06am 
i cant find the pop out phasers the one that comes through a hatch
Qarannia  [author] 30 Oct, 2024 @ 1:41am 
@Masterbuilder2.0

1. The guide has a section on how to access, modify and use the WC config file.
2. I tried that and they were very inaccurate on fast moving ships, especially for those who use speed mods, which is the majority of Star Trek servers I've found. The way they are now there is no penalty for using pulses for those who would like to for roleplay reasons.
3. Which weapons can't you find? They're all under the same tab on the build menu. Bear in mind some are variants of others and so will be accessed the same way you would access multiple block shapes from one G-Menu entry, using the mouse scroll wheel.
4. Again, use the WC config file if that's how you'd like your torpedoes.
The Doctor 29 Oct, 2024 @ 10:11pm 
i would like to have it so the torpedos dont wreck shields but do alot of grid damage
The Doctor 29 Oct, 2024 @ 8:15pm 
i also cant seem to find some of the weapons
The Doctor 29 Oct, 2024 @ 8:15pm 
and why not add acual projectiles to the pulse phasers and i also wanna why you didnt in the first place
The Doctor 29 Oct, 2024 @ 8:14pm 
what are the WC config files and how to access them?
Jorgee 29 Oct, 2024 @ 5:52pm 
I keep having an issue with the phase cannons where the animation will break and the phase cannon will be stuck in the stowed position
Qarannia  [author] 27 Oct, 2024 @ 2:06am 
@Masterbuilder2.0 If they're doing absolutely no damage at all then there's an issue somewhere with your game; I've just loaded up my game and they're working fine.

If they are doing damage but not enough for your liking (I totally get that, I can't balance for everyone) then the WC config file is there for you to tune the weapons to suit your playstyle.

Also, I'm not going to change the pulse phasers to actual projectiles,
The Doctor 26 Oct, 2024 @ 3:35pm 
hey the phasers kinda suck i had 9 dual beam phasers and it did no damage to a shieldless npc with light armor and i MEAN NO DAMAGE AT ALL also make the pulse phasers shoot actual projectiles not have it be the same as beam phasers just with holes in the texture
Qarannia  [author] 25 Oct, 2024 @ 9:48am 
@RekkitC15 All my weapons were "tuned" for a shield of around 1 million HP (roughly about 400MW of reactor power).
Qarannia  [author] 25 Oct, 2024 @ 9:48am 
@RekkitC15 You should exit the game entirely before making any changes otherwise the game may overwrite the changes with a clean file.
RekkitC15 25 Oct, 2024 @ 8:45am 
Thank you for the quick response! I'm honestly running shields on my ship only. took out the mod for the enemy ships because ran into that exact problem. Enemy ships had billions of HP on their shields. I had a test ship that had stupid strong cannons on them and the enemy just sat there taking all 50 shots a second. not taking any damage. So i only run shields and i try to keep them at a fair strength. I'm runnin a good amount of NPC mods with varying degrees of weapon mods on top. So i'm not the strongest, i still get rofl stomped sometimes.

So the snipet is the base values. And then modify those to my liking. Can i do that while the game is live or do i have to reload the save?
Qarannia  [author] 25 Oct, 2024 @ 8:41am 
@RekkitC15 I don't have a Discord dedicated to this stuff; I don't have the time. I'm sometimes to be found on the WC Discord though less these days as I'm on a break from SE.
Qarannia  [author] 25 Oct, 2024 @ 8:40am 
@RekkitC15 You can use the WC server config file to ramp up the damage all the weapons do. The snippet I've included for download contains the current values for the weapons as coded in. You have to look at those and decide how much more damage you want out of each of them.

One of the biggest issues is that people use OP reactor mods and end up with billions of shield HP. My weapons won't help against that in there current state, hence the config file.
RekkitC15 25 Oct, 2024 @ 8:38am 
also is there a discord i can join to ask questions bout the mod pack in?
RekkitC15 25 Oct, 2024 @ 8:36am 
Playing single player, Phasers are kinda, well they tickle the enemies. Even lvl 4. I'm playing single player, if I copy/paste the config snipet to the weapon core file would that help with the damage? I've put 30 phasers on one ship in creative and the enemy ship just moseyed away from me taking minimal dmg. I dont have any mods that increase base armor values.
Cobra85 14 Sep, 2024 @ 6:57pm 
@Shawn, I hope I can do it but you under estimate how retarded I am lol
Cobra85 14 Sep, 2024 @ 6:56pm 
@Qarannia Thank you, I will look into that
Qarannia  [author] 14 Sep, 2024 @ 11:22am 
@Captain Harlock I pictured something similar almost every time I thought about doing this. I won't rule it out for the future, but right now I'm on a bit of a sanity break.
Shawn 14 Sep, 2024 @ 9:16am 
@Qarannia Between Enterprise-D and Enterprise-E there was no "standard" on curves.

Senturu has a few ships on the workshop that might be good reference points.
Captain Harlock 14 Sep, 2024 @ 8:56am 
With these angles you can build your own "almost" round phaser arrays. It's similar to trying to build a ring using only the ramp blocks.